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What is Procedural Rhetoric

Handbook of Research on Effective Electronic Gaming in Education
From the work of Ian Bogost (2007a, p. ix), procedural rhetoric is defined as “the art of persuasion through rule-based representations and interactions rather than the spoken word, writing, images, or moving pictures.”
Published in Chapter:
Saving Worlds with Videogame Activism
Robert Jones (New York University, USA)
Copyright: © 2009 |Pages: 19
DOI: 10.4018/978-1-59904-808-6.ch056
Abstract
Due to its nature as an interactive medium, the video game offers uniquely different approaches to the project of activism. Unlike other audio/visual media like film and TV, video games consist of processes enacted by players. More specific, they contain rules systems known as algorithms that the player navigates to become successful at the game. And through that process of learning that algorithm a new form of rhetoric is born. Ian Bogost labels this unique form as procedural rhetoric: “the art of persuasion through rule-based representations and interactions rather than the spoken word, writing, images, or moving pictures.” Through gamic actions players internalize not only the rules, but also the rhetoric of that rule system. To demonstrate precisely how procedural rhetoric works through video game technologies, this chapter presents a definition for video game activism as well as three distinct modes: original design, engine appropriation, and machinima. Using three recent case studies, the chapter suggests some of the implications for educators and why they should take video games seriously as means of political expression when teaching students about civic duty.
Full Text Chapter Download: US $37.50 Add to Cart
More Results
Is the News Cycle “Real”?: A Case Study of Media “Phandom” and Agenda Setting in Persona 5
Term is often used in reference to gaming to describe the ways in which electronic processes can be used to persuade.
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“To Be Shot at Without Result”: Gaming and the Rhetoric of Immortality
A term coined by Ian Bogost to describe the way videogames use rules and parameters to construct persuasive arguments.
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Rhetorical Replay and the Challenge of Gamic History: Silencing the Siren Song of Digital Simulation
This is a theory put forward by Ian Bogost who argues that computer games create arguments in a way that is unique from other forms of rhetoric. It is the persuasive nature of procedural, designed, interactions that one finds in digital games. The players meaningful interaction with the game, the games narrative, and its rules are the substance of the argument.
Full Text Chapter Download: US $37.50 Add to Cart
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